What happens if I let the Absolute take over the Grove in Baldur's Gate 3?
Letting the Absolute take over the Grove in Baldur's Gate 3 is a significant story choice that drastically alters the game's narrative and has far-reaching consequences. This decision occurs during the early stages of the game, specifically in Act 1, when you are faced with the conflict between the druids of the Emerald Grove and the goblin forces led by the Absolute. Choosing to side with the Absolute and allowing them to take over the Grove is a morally complex decision that impacts your relationships with companions, the world state, and the overall story progression.
To achieve this outcome, you must align yourself with the goblins and their leaders, Minthara, Dror Ragzlin, and Priestess Gut. The first step is to infiltrate the goblin camp, located in the Shattered Sanctum. You can do this by either fighting your way in or using dialogue and deception to gain their trust. Once inside, you will need to speak with Minthara, the drow paladin leading the goblin forces. She will task you with helping her attack the Emerald Grove. To proceed, you must agree to her plan and provide her with information about the Grove's defenses.
After agreeing to help Minthara, you will need to return to the Emerald Grove and prepare for the assault. This is where the choice becomes critical. You can either openly betray the tieflings and druids by sabotaging their defenses or simply wait for the goblin forces to arrive. If you choose to sabotage the Grove, you can disable the gate mechanisms or kill key defenders like Zevlor or Kagha, making it easier for the goblins to overrun the settlement. Alternatively, you can do nothing and let the goblins attack without interference.
When the goblins attack, the Grove will fall into chaos. The tieflings and druids will be slaughtered, and the Grove will be taken over by the Absolute's forces. This outcome has several immediate consequences. First, your companions will react strongly to your decision. Characters like Wyll and Karlach, who are aligned with protecting the innocent, will likely disapprove or even leave your party. On the other hand, characters like Astarion or Lae'zel may approve of your ruthless pragmatism. Additionally, the tiefling refugees, including important NPCs like Dammon, will be killed, locking you out of certain quests and storylines later in the game.
One important tip to consider is that this choice locks you into a darker path for the rest of the game. The Absolute's influence will grow stronger, and you will find yourself increasingly aligned with their goals. This can lead to unique story developments and interactions, but it also means you will miss out on content related to the tieflings and druids. For example, the tiefling questline in Act 2, which involves helping them reach Baldur's Gate, will be unavailable. Similarly, the druids' role in the larger story, including their connection to Halsin, will be cut short.
A common mistake to avoid is underestimating the impact of this decision on your party dynamics. If you have companions who value morality and justice, they may turn against you or leave altogether. To mitigate this, you can choose to dismiss or replace these companions before making the choice. Alternatively, you can use persuasion or deception to justify your actions, though this may not always work. Another mistake is failing to prepare for the assault on the Grove. While the goblins are strong, the defenders of the Grove can put up a fierce fight, especially if you do not sabotage their defenses. Make sure to stock up on healing potions, scrolls, and other resources before the battle.
Advanced techniques for this path include leveraging your character's class abilities to maximize your effectiveness in combat. For example, a rogue can use stealth to assassinate key defenders, while a wizard can use area-of-effect spells to weaken the Grove's forces. Additionally, you can use environmental tactics, such as setting traps or using explosive barrels, to gain an advantage. If you are playing a charisma-based character, you can use persuasion or intimidation to manipulate both the goblins and the Grove's defenders, potentially reducing the amount of combat required.
From a D&D rules perspective, this choice reflects the alignment system and the concept of moral agency. By siding with the Absolute, you are embracing a chaotic evil or neutral evil alignment, prioritizing power and self-interest over the greater good. This can affect your character's development and the way NPCs perceive you. For example, evil-aligned characters may gain access to unique dialogue options or story paths that are unavailable to good-aligned characters.
In terms of specific examples, one scenario involves the character Halsin, the druid leader of the Grove. If you allow the Absolute to take over, Halsin will either be killed or captured, depending on your actions. This removes him as a potential companion and ally, which can impact your options in later acts. Another example is the tiefling blacksmith Dammon, who plays a key role in Karlach's personal quest. If he is killed during the assault, Karlach's storyline will be significantly altered, potentially locking you out of certain upgrades or resolutions.
In conclusion, letting the Absolute take over the Grove is a major decision that shapes the course of Baldur's Gate 3. It requires careful planning, consideration of party dynamics, and an understanding of the long-term consequences. While it offers a unique and darker narrative path, it also comes with significant trade-offs, including the loss of key characters and questlines. By following the strategies and tips outlined above, you can navigate this choice effectively and experience a different side of the game's rich storytelling.
To achieve this outcome, you must align yourself with the goblins and their leaders, Minthara, Dror Ragzlin, and Priestess Gut. The first step is to infiltrate the goblin camp, located in the Shattered Sanctum. You can do this by either fighting your way in or using dialogue and deception to gain their trust. Once inside, you will need to speak with Minthara, the drow paladin leading the goblin forces. She will task you with helping her attack the Emerald Grove. To proceed, you must agree to her plan and provide her with information about the Grove's defenses.
After agreeing to help Minthara, you will need to return to the Emerald Grove and prepare for the assault. This is where the choice becomes critical. You can either openly betray the tieflings and druids by sabotaging their defenses or simply wait for the goblin forces to arrive. If you choose to sabotage the Grove, you can disable the gate mechanisms or kill key defenders like Zevlor or Kagha, making it easier for the goblins to overrun the settlement. Alternatively, you can do nothing and let the goblins attack without interference.
When the goblins attack, the Grove will fall into chaos. The tieflings and druids will be slaughtered, and the Grove will be taken over by the Absolute's forces. This outcome has several immediate consequences. First, your companions will react strongly to your decision. Characters like Wyll and Karlach, who are aligned with protecting the innocent, will likely disapprove or even leave your party. On the other hand, characters like Astarion or Lae'zel may approve of your ruthless pragmatism. Additionally, the tiefling refugees, including important NPCs like Dammon, will be killed, locking you out of certain quests and storylines later in the game.
One important tip to consider is that this choice locks you into a darker path for the rest of the game. The Absolute's influence will grow stronger, and you will find yourself increasingly aligned with their goals. This can lead to unique story developments and interactions, but it also means you will miss out on content related to the tieflings and druids. For example, the tiefling questline in Act 2, which involves helping them reach Baldur's Gate, will be unavailable. Similarly, the druids' role in the larger story, including their connection to Halsin, will be cut short.
A common mistake to avoid is underestimating the impact of this decision on your party dynamics. If you have companions who value morality and justice, they may turn against you or leave altogether. To mitigate this, you can choose to dismiss or replace these companions before making the choice. Alternatively, you can use persuasion or deception to justify your actions, though this may not always work. Another mistake is failing to prepare for the assault on the Grove. While the goblins are strong, the defenders of the Grove can put up a fierce fight, especially if you do not sabotage their defenses. Make sure to stock up on healing potions, scrolls, and other resources before the battle.
Advanced techniques for this path include leveraging your character's class abilities to maximize your effectiveness in combat. For example, a rogue can use stealth to assassinate key defenders, while a wizard can use area-of-effect spells to weaken the Grove's forces. Additionally, you can use environmental tactics, such as setting traps or using explosive barrels, to gain an advantage. If you are playing a charisma-based character, you can use persuasion or intimidation to manipulate both the goblins and the Grove's defenders, potentially reducing the amount of combat required.
From a D&D rules perspective, this choice reflects the alignment system and the concept of moral agency. By siding with the Absolute, you are embracing a chaotic evil or neutral evil alignment, prioritizing power and self-interest over the greater good. This can affect your character's development and the way NPCs perceive you. For example, evil-aligned characters may gain access to unique dialogue options or story paths that are unavailable to good-aligned characters.
In terms of specific examples, one scenario involves the character Halsin, the druid leader of the Grove. If you allow the Absolute to take over, Halsin will either be killed or captured, depending on your actions. This removes him as a potential companion and ally, which can impact your options in later acts. Another example is the tiefling blacksmith Dammon, who plays a key role in Karlach's personal quest. If he is killed during the assault, Karlach's storyline will be significantly altered, potentially locking you out of certain upgrades or resolutions.
In conclusion, letting the Absolute take over the Grove is a major decision that shapes the course of Baldur's Gate 3. It requires careful planning, consideration of party dynamics, and an understanding of the long-term consequences. While it offers a unique and darker narrative path, it also comes with significant trade-offs, including the loss of key characters and questlines. By following the strategies and tips outlined above, you can navigate this choice effectively and experience a different side of the game's rich storytelling.